55 lines
1.3 KiB
Plaintext
55 lines
1.3 KiB
Plaintext
Shader "Hidden/Kronnect/SSR/Exclude"
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{
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Properties {
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_MainTex("", 2D) = "" {}
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_Color("", Color) = (1,1,1)
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}
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SubShader
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{
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Pass
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{
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Name "SSR Exclude Reflections"
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ZWrite Off
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ZTest Always
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture);
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struct appdata
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{
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float4 vertex : POSITION;
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};
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struct v2f
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{
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float4 pos : SV_POSITION;
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float4 projPos : TEXCOORD0;
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};
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v2f vert (appdata v)
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{
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v2f o;
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o.pos = UnityObjectToClipPos(v.vertex);
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o.projPos = ComputeScreenPos(o.pos);
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COMPUTE_EYEDEPTH(o.projPos.z);
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return o;
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}
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float4 frag (v2f i) : SV_Target
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{
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float sceneZ = LinearEyeDepth (SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)));
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float z = i.projPos.z * 0.99;
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if (z > sceneZ) discard;
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return 0;
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}
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ENDCG
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}
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}
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}
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